LTeX: new feature & bugfix

A new feature, respawn delay, has been implemented in LTeX, and some bugs have been fixed.

There has been some discussion in the past about limiting the speed of the respawning of dead players in LTeX. Until now players could get a new account right after being killed, and they could do this several times each turn. As this makes it nearly impossible to defend against constantly respawning and dying players, we've now introduced a respawn delay in LTeX. It works like this: the first time a player dies he can respawn immediately (he gets a new account the moment he reconnects); if he dies a second time he'll have to wait until the next turn to respawn; the third time he'll have to wait 2 turns for respawn, etc. Players can still respawn as often as they want, but the delay time will gradually increase.

While this new feature is completely functional, there's a small bug in the server message. A player who reconnects after having died in LTeX may read that he may reconnect in "0 turns", while in fact he has to wait until his respawn delay is over. This bug will probably be fixed soon.

Next to this one exploit and one bug have been fixed.

As some players may have noticed it used to be possible to accumulate a huge army by misusing the respawn system: a few players kept dying and respawning, each time giving their units, techs and gold to another player to accumulate. This exploit would clearly have made the game impossible for the other players, who would've faced players with enormous and constantly growing armies. So those players who were known to use this exploit in LTeX have been removed from the game. As there was no clear rule against using the exploit the players won't be punished further, and they're welcome to rejoin the game with a new, normal account. Thanks to the respawn delay it's now much harder to use the exploit, and the admin is keeping an eye on it in case someone may try it again in the future.

And lastly, an old bug in LTeX has been fixed. Players who were in an alliance before being killed often still had their embassies and alliances, and sometimes even their shared vision, after respawning. This has now been fixed.

Comments

and this will also soon be

and this will also soon be comming to freeciv+ (aka warclient) asap

Comment viewing options

Select your preferred way to display the comments and click "Save settings" to activate your changes.